Hi Blender pros and artist, I mean, artists [just got confused in the way here, like always].
I searched about this for a bit and couldn’t find anything. Thing is I don’t even know if it is possible because it is not exactly a ‘feature’ of Blender, or at least that’s what I think.
I have this cube all based on a single material with a color ramp Lambert:
Its color are just a color ramp + different positioned lights.
I would like to know which of these things are possible and if possible, how:
-Baking those material ramp colors to an UV map/texture.
-Baking the wireframe black lines/edge overlay too to an UV map/texture. [this is the thing that I don’t know if it is possible in a conventional way… but customizable is Blender’s second name]
-Split every individual face, the 16 two-face interception, and the 4 three-face interceptions as individual small cubes, that is, that big cube is obviously hollow in the inside, but is there a way for Blender to analyze the mesh and separate them all as cubes? Is there a feature or script for that? It would be something as simple as using the perpendicular faces to a face to determine how incomplete is a face, how many interconnected faces it is lacking and then complete it as a cube. Between any given face of a cube there’s 0 or 90 degree so 0 degrees means it is an isolated face that needs 5 faces to get completed blah blah (you all know this better than me).
But I only know C# + no graphics programming knowledge.
Also, is there a way to bake vertex colors too to a texture? Guess that’s documented somewhere but if someone felt like adding something, I wouldn’t complain.
Thanks <-- this smiley still gives me nightmares!